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Adventure Hooks
Run For the Money, A Farscape Mini-campaign
By Gavin DowningBackground
The Nebari are a race divided by strife. Though the establishment controls everything it can, the Nebari Resistance continues to survive and even annoy the order of Nebari Prime. As a
result, the Nebari military is growing more impatient with the Resistance members it encounters. Meanwhile, the Nebari continue to encounter the Peacekeepers on less than friendly terms. As the
Peacekeepers hear rumors of the Resistance, they grow eager to contact them and offer them aid and support against the establishment. And the Scarrans, of course, are interested in making deals
with any enemies of the Peacekeepers.
Naleece and Miang, Nebari Resistance spies, managed to acquire sensitive information regarding the next major Nebari offensive on a small data disk, acquiring it from a Nebari scout vessel
that landed on Qalyth Nor to restock supplies. They attempted to retreat with the disk, so they could send the information to their cell contact on Siakwar, but Miang was injured in the escape
attempt. Unwilling to leave Miang to the tender mercies of the Nebari establishment, he helped her find a location to hide and heal. Unfortunately, during this period of time, a Nebari spy,
Wysan, managed to locate Naleeces ship and sabotage it. Naleece attempted to leave in his ship, but recognized technical problems before he lifted off. Upon trying to fix the ship, he came in
contact with Wysan, who attempted to capture him. Naleece fled, losing his ship in the process. Now trapped on this commerce planet, he must find a way to his contact, unaware of the fact that
his earlier encounter and fight with the Nebari attracted the attention of another group
the Peacekeepers.
Captain Groon, leader of a Peacekeeper Marauder team, is charged with finding a leading member of the Nebari Resistance so that the Peacekeepers can offer them aid. He came to Qalyth Nor to
seek out rumors and leads, and was present when Naleece and Miang fled the Nebari vessel. Though he lost track of them in the ensuing chase, he split his group up to find any trace of the Nebari
Resistance fighters.
Adventure Synopsis
Run for the Money starts the characters on Qalyth Nor (though any Commerce planet that fits your campaign will also work just as well). It assumes that the characters are all crewing a vessel
together, and it also assumes that they are running dangerously low on funds. In need of money, they agree to take Naleece on as a passenger, transporting him to Siakwar. While preparing to
leave from Qalyth Nor, however, the characters run into some unexpected difficulties in the form of a small Peacekeeper patrol. While dealing with the patrol, Wysan, the Nebari establishment
spy, stows away on board the characters vessel, unseen. The characters escape the Peacekeepers, as well as the pursuing vessel, but midway to Siakwar, they find their engines sabotaged by the
unseen Nebari stowaway, who has managed to send out a call to his allies. Once they track Wysan down and try to deal with the distress call, the Nebari arrive, shortly followed by the
Peacekeepers, who are also homing in on the signal.
While the Nebari and the Peacekeepers deal with each other, the characters manage to fix their engines to the point where they can travel, but further repairs must be made before they can
reach Siakwar. The only planet within limping reach is Braxton, where they meet with the mechanic Furlow. While Furlow is finishing repairs, the Peacekeepers arrive once more, attempting to
gather the players up. They receive unexpected aid from a small group of Scarrans, who now wish to know why the Peacekeepers are after them. Despite their friendly introduction, things quickly
sour with the Scarrans, and the players soon flee Braxton, on their way to Siakwar. Upon their arrival in the twilight city, however, they are beset by Nebari, Peacekeepers, and Scarrans, and
must make their way through three different hostile forces, all seeking to take the characters into their custody for their own purposes. If they can evade their pursuers long enough to make it
to the safety of Lwias compound, they might just be able to collect their much-deserved payment.
NPCs:
Naleece Everyone wants him, but nobody really wants him dead. The Nebari want to mind-cleanse him, though they are willing to kill him if he continues to behave
inappropriately. The Peacekeepers want to ask him how to get in contact with the Resistance. The Scarrans want to know what the Peacekeepers find so interesting about him. He just wants to
deliver the information he has collected to Lwia, so that the Resistance has a better chance of defeating the establishment. He is calm and collected, more like a Nebari who serves the
establishment rather than a typical Resistance member. He is a somewhat young, handsome Nebari male with wild black hair.
Captain Syant Groon A Peacekeeper in command of a Marauder, Captain Groon is under orders to locate and contact the Nebari Resistance. He wishes only to talk to Naleece, but
his soldiers are overzealous and he feels he must capture Naleece in order to explain the situation effectively. Captain Groon is about 30 cycles old, and he has a large scar that runs from his
left brow, across his face, to his right cheek. His brown hair is short and well kept, though he does not always shave.
Wysan A Nebari spy, serving the establishment, Wysan is responsible for sabotaging the characters ship and summoning the Nebari to them. Wysan is totally dedicated to the
Greater Good of the Nebari establishment, and he will gladly die for the betterment of all Nebari, though he would rather the characters agree to undergo Mental Cleansing. Those who are not
willing to be Cleansed, of course, must unfortunately die. Wysan is about 40 cycles old, with dark well-groomed hair.
Diala The leader of the Nebari expedition to capture Naleece. It was from her vessel that Naleece stole the data disk, and she feels it is her responsibility to eliminate the
risk that he represents. Like Wysan, Diala is willing to do anything it takes to protect the greater good. While she would prefer to capture the characters and mind cleanse them, she has no
compunctions about killing them should they prove too frustrating or dangerous. She commands five Nebari warriors, as well as Wysan. Diala is about 35 cycles old, with a large mane of white
hair.
Furlow A mechanic and resident of Braxton. Good natured, though with a gruff demeanor, Furlow has no real goals save making money. She will occasionally give aid to those she
likes, though this is pretty uncommon. She is overweight and has a somewhat poor sense of personal hygiene. (Furlow appeared in the Farscape episode Till the Blood Runs Clear.)
Kydoth This Scarran came to Braxton following rumors of John Crichton, some Sebacean-like prey that Scorpius has been interested in. As the trail is very cold by the time he
arrives, he is ready to move on, when he finds the Peacekeepers after the characters and starts to gain interest in the group. He doesnt know what this is all about, he wants to capture Naleece
or any of the characters to gain information, but, failing that, he is willing to kill all of them to keep the Peacekeepers from getting what they want. He commands three Scarran warriors.
Setup
The characters can be on Qalyth Nor for any number of reasons. They might be looking for work, or they might be finishing off a supply run. Perhaps they have just escaped imprisonment with
the Peacekeepers, and they are seeking refuge in the Uncharted Territories, Qalyth Nor was just the first world they chose to land on. Regardless of why, the characters are on Qalyth Nor, and
they are very low on funds. Exactly how low on funds is up to the GM, but the players should be eager to take on a paying job.
Fight and Flight
Allow the characters time to do some exploring, taking in the sights of the commerce world. Those with a small amount of money left might do some shopping, but theyd best keep their
purchases under budget. Should anyone mention how low on funds they are, or how they are in need of work, Naleece will overhear them and follow them at this point. Alternately, he can approach
any characters keeping watch over the ship. Once he ascertains that the characters have a vessel, he will address them.
I greet you, travelers. My name is Naleece. If you do not mind, might I ask if you and your vessel are available for hire? I seek passage to Siakwar.
A player who makes a successful Streetwise roll will have heard of Siakwar, and may know what occurs on the world. The information listed below is cumulative, so someone who rolls a 20 gets
the other information listed as well.
DC 10: Siakwar is a Freeport in the Uncharted Territories.
DC 15: Siakwar isnt far from here, only about 5 solar days travel from this point.
DC 20: Siakwar is a dangerous hive of anarchy and money, located in the twilight zone of an otherwise uninhabited world.
DC 25+: The character knows the names of several important figures on Siakwar, from Lwia to Zian to Hiat.
Should the characters ask why he wants to go to such a dangerous location, he has a cover story. My cousin, Lwia, is a very wealthy entrepreneur on Siakwar. My sister has taken ill,
and I am running low on funds to pay for her recovery. Lwia and my sister have always been quite close, so I know that she would be more than happy to help pay for my sisters recovery.
If they are open to his offer, he will begin to barter. Naleece does not have much money on him, as he has spent quite a bit of money on getting good medical treatment for his partner, but he
knows that Lwia has a large sum of money. He will also be unwilling to pay everything in advance, since he knows that the characters may want to leave him behind should he prove to be
dangerous. A characters Negotiate roll will indicate how much they can get from the deal. The initial deal offered will be 100 credits up front, plus 1000 credits upon arrival to Siakwar. He is
fairly willing to bargain, however, for each DC the character rolls, it goes up 10%. However, this offer cannot go beyond 500 credits up front, as he does not have any more than this, and he
cannot promise any more than 5000 credits upon his delivery.
Once they have settled on a price, Naleece will be eager to set out immediately. Just before they can board their ship, four Peacekeeper Commandos approach the group, weapons primed and
ready, though they do not fire just yet. Observant characters will notice that the group of four has no Captain. This is because the team has split up, and Captain Groon has not yet been able to
catch up to his soldiers, though the characters have no way of knowing this. If the characters dont immediately open fire, the commandos will bring their weapons to bear on the players, and
command, Throw down your weapons and surrender. This should convince the characters to start fighting. Should the characters make any kind of threatening move, the PKs will open fire,
though they will be intending to wound and stun, not to kill. The commandos will take cover, and they should have few, if any, casualties. However, during this confusion, Wysan will slip aboard
the characters ship. If you need to, roll some dice and smile evilly at the players, but assume Wysan is able to get aboard unnoticed. The characters should be able to escape to their ship with
little difficulty, and they should find themselves leaving the system as soon as possible. Thankfully, the Marauder was not totally prepared for launch, so they are able to leave the system with
a good head start on the Peacekeepers.
Naleece will be as surprised as the characters as to the involvement of the Peacekeepers, and his initial thought is that the characters are wanted. And if they actually are wanted, the
characters, too, may believe that they are the cause of the involvement.
No Naleece?
What do you do if the characters absolutely refuse to transport this poor guy whos just trying to save his sister? There are numerous ways that, with a couple of minor alterations,
the game can still go on.
First of all, if Naleece is standing around the characters ship when the PKs attack, they might feel obligated to help save him, unless theyre utterly heartless. Even if they let him get
shot or killed, this doesnt mean theyre out of the woods yet. If Naleece realizes that hes going to die, hell smuggle the chip onto one of the characters, so they discover they have it
later
probably after theyve been attacked a few times. Even if they volunteer the chip to their pursuers, that wont pacify them entirely. The Nebari want them all Cleansed. The Peacekeepers
want them interrogated. The Scarrans want them tortured and interrogated. The only safe way out, at least for now, would be to get the chip to Lwia, on Siakwar. Either that, or they can
hope the Nebari, the Scarrans, or the Peacekeepers are willing to show a little mercy.
No. I dont think they will, either.
A Wysan in the Works
The first two solar days are pretty quiet. Allow the characters to interact with each other, as well as with Naleece. Naleece tends to be private and keep to himself, though other Nebari
characters might coax him out of his shell. He will not, however, reveal his true mission under any circumstances. He will stick with his cover story.
On the third solar day of travel, rather abruptly, the ship is shaken as the engines hiccup, then fail altogether. There may be chaos while everyone heads to different sections of the ship to
determine what is wrong. From command, the characters can determine that the engines are quite dead, though the reasons are not immediately apparent. Sensors in the bridge will also reveal a
very powerful signal being sent out from somewhere aboard the ship.
Those near the engines will find the cause of one of those problems. Several section have been ripped open, with vital fluids spilling out across the floor. Several important components of
the engines are missing. Any Vorcarians or Luxans will be able to smell Nebari scent around the engines, and it is not a Nebari familiar to the characters. The engine fluids, unfortunately,
disrupt tracking by scent, giving a 5 penalty to attempting to track Wysan from the engine room. The engines cannot be repaired until the vital parts are recovered.
Characters on the command deck may be able to triangulate the exact location of the outgoing signal with a Computer roll, DC 10. Wysan carries the signal with him, and he is on the move. He
plans to evade the characters as long as possible, hoping he can stall them long enough for the Nebari to arrive. Eventually, however, the characters should be able to close in on him. Once they
have done so, he will defend himself if attacked, preferring not to use lethal force. Instead, he will offer them a way out
Mind Cleansing. Those who surrender, he promises, will come to no
harm, and will see the truth in what he is doing. He will prefer a battle of words, punctuated by warning shots. However, if the characters are obviously attempting to kill him, or should things
get bad for him, he will certainly start shooting to kill. He will prefer to make his stand from a secure site, where he has a clear shot at the characters, yet still has a large amount of
cover.
With some difficulty, they should be able to capture or kill Wysan. If captured, he refuses to divulge any information initially. If, however, he discovers that Naleece has been lying to the
characters, he will shatter the ruse.
They will not have much time to question Wysan, even if he lives. Wysan possesses the needed engine components, and the engines can be brought back online with a DC10 Repair roll. Even this,
however, will not bring the engines to peak efficiency, as important fluids leaked across the engineering bay floor. The top speed of the vessel can only be maintained for another half a solar
day, before they cut out entirely. Replacement parts must be found, and quickly.
Before they can start to leave the area, the Nebari scout ship arrives, responding to the distress signal. The following message comes over the coms, speaking in a female voice:
Sympathizers of the Resistance, please stand down all defenses and prepare to be boarded. This is Diala of the Nebari. We are here to collect the traitor Naleece. If you cooperate, you will
not come to harm.
Allow the characters a chance to respond, but before Diala can reply, another voice comes over the coms.
This is Captain Syant Groon. I suggest you all stand down right now. Youre not taking anyone out of here, Diala. Youll be lucky if you leave in one piece. A PK Marauder, flying a
stealth trajectory, appears, following the Nebari ships flight path.
Diala laughs. You will not take my prize away from me, Captain. And with that, the Nebari and the Peacekeepers open fire on each other.
The characters have a chance to interfere, or just retreat. If they retreat, the other two factions will be too busy struggling with each other to follow. If they attempt to engage either
side, both sides will focus on destroying the characters vessel. The Peacekeepers arent quite sure what the Nebari want from Naleece, but theyd rather destroy it than let it fall into Nerbari
hands. For their part, the Nebari know exactly what the Peacekeepers want, and would rather kill the characters than allow the Peacekeepers to contact the Resistance.
Possible Complications
If the characters ship is somewhat small, it might not be possible for Wysan to hide for two days. Should this be the case, he will strike much earlier, though he will hide as long as
possible, so that the characters are as far away from help as can be arranged. Its possible that Wysan alone will not present much of a threat to your characters. With willing players, you may
be able to complicate matters significantly
should Wysan succeed in injecting one of the players with a mind-cleansing drug. In order to do this, he would have to capture one of the characters,
perhaps while sleeping, and place the device behind the eye. Should one or more of the characters turn against the rest of the party during this section of the story, this can complicate matters
extensively. The drug will wear off by the beginning of the next section of the adventure.
Enter the Scarran
Once they are out of danger, Naleece levels with the characters. They will likely be angry, but he will remind them that killing him will only mean that they will not receive full payment
for their job. In addition, he is willing to renegotiate with the crew, so if they got a bad deal initially, they can try rolling their Negotiate again. He still cannot offer more than 5000
credits for his delivery to Lwia.
The only planet they can reach that should have repair facilities available is Braxton, the desert world. Upon arrival in orbit, they can attempt communication with the surface. Virtually
everyone they speak to about repairs recommends the same person: Furlow, in the Dam-ba-da Depot.
Furlow is a large woman, from a Sebacean offshoot species, with a gruff but friendly demeanor and a smoking chaat-leaf cigar constantly in her mouth. The needed parts are available, though
they are not inexpensive
3,000 credits for the needed pieces. Non-negotiable. Should the characters try to bargain with her, after she has already set the price, she will raise the price, 50
credits for every attempt they make to talk her down. Telling her their sob stories will make her shrug.
Sounds like a real bad situation. I guess youd better find the credits pretty fast, then.
As the characters try to figure out a way to afford this price (or, if they can afford it, as they are paying her), there is a single pistol shot heard outside. Those who investigate find the
Peacekeeper commandos, asking the crowd if any of them have seen a group fitting the characters description. (Captain Groon fired into the air to get their attention.) Groon will spot any
characters who come out to investigate, and a firefight will inevitably ensue. Should everyone stay inside Furlows workshop, one of the crowd outside will point the commandos to the characters,
and they will enter Furlows shop, weapons ready. Furlow will not attack the commandos directly, as she has no wish to be shot and killed by the Peacekeepers. However, she will whack any
commandos who turn their back to her, as she swings a large metal prybar. Nonetheless, the characters should be trapped and facing a difficult situation when one of the commandos, separate from
the others, screams in pain. As the players watch, the Sebaceans skin bubbles and burns off of him, as a Scarran enters behind the dead Peacekeeper. Three more Scarrans follow the leader in.
When Captain Groon sees the unexpected assailant, he orders a retreat. If the players let them escape, the lead Scarran sends his three soldiers in pursuit. If the characters follow, the
Peacekeepers will lay down a wave of covering fire while they make their way to their Marauder. Once they are all aboard, the Marauder will take to the air. The three Scarrans soldiers spread
out, looking for any Peacekeeper backup.
The lead Scarran, Kydoth, wishes to speak with the characters. If the characters are trigger happy, they may end up shooting at the Scarran forces when they first arrive. If not, Kydoth will
offer to speak with them, in his gravelly voice.
Greetings. I am Kydoth. How fortunate that we found you before the cursed Peacekeepers defeated you.
He will make conversation with the characters, answering various questions. If they ask him what he is doing on Braxton:
I am here tracking down information on another subject we wish to save from the Peacekeepers. Tell me, have you heard any tales of the Human named John Crichton? A character who
succeeds in a Streetwise roll, DC 10, has heard the name, with a DC 15, they will have heard the rumor that he single-handedly destroyed a Peacekeeper Gammak base, with DC 20+, they have heard
that he was responsible for the destruction of a Shadow Depository. All of this is information that Kydoth has heard before.
If he discovers that they are short on funds for fixing their ship, he will offer to pay for the needed parts. Kydoth will attempt to warm up to the players, so to speak, giving them any
assistance they request. Finally, after he feels they are friendly enough, he asks them a question.
My friends, perhaps you can tell me why the Peacekeepers were so interested in you?
Hopefully, the characters question the wisdom of telling a Scarran why they are being tracked by the Peacekeepers. If they do tell him the truth, against Naleeces judgement, he will wish to
see the data disk. Naleece will refuse to give up the disk, which will anger Kydoth. If they lie to him, he will sense that they are not telling him the truth, and he will grow furious. Once
Kydoth is sufficiently annoyed, he will raise a threatening finger towards them.
Is this the way your show generosity to the person who saved your lives? Through secrecy and deception? A dangerous haze shimmers out of his mouth. Perhaps I should teach you
some manners!
Before a fight can break out, however, Furlow moves behind Kydoth and strikes him unconscious with her prybar. As he falls to the ground, she looks at the group and smirks.
Id be gettin outta here pretty quick-like. Kydothll be wakin up in a few arns, and he probably wont be too happy.
If anyone moves to harm Kydoth while he is unconscious, Furlow stops them. I dont want anyone else killed in my garage, unless Im the one doin it, got it?
If they are still in need of parts, Furlow gives them to the characters, free of charge. Take em. Just get outta here, and dont tell anyone I gave ya anything for free, ya know?
Once they are gone and Kydoth wakes up, Furlow tells Kydoth where they were headed so the Scarran does not try to kill her. After all, she has a business to maintain, and an angry group of
Scarrans can be difficult to deal with.
Run for the Money, Three for the Show
The characters arrive at the Siakwar Freeport after three more solar days, but they certainly arent out of the woods yet. Lwias compound is quite a distance from the landing pads, and,
unfortunately, the Nebari and the Peacekeepers beat them here. The Scarrans arrive only a short time after the characters do. And if the characters want to pick up their final payment, they must
go with Naleece to meet Lwia.
Landing pads cost relatively little, but security runs for 100 credits an hour, or 1000 credits a day. Security is highly recommended, as vessels not so protected are often stolen or
scavenged, usually by members of the security force. Naleece, if he is still alive and with the characters, tells the security force to charge it to Lwia.
The characters can start to walk to the other side of the port, or, if they are wise (and have the funds), they can rent hovering ground transports for 10 credits an hour, or 75 credits a
day. No sooner than they set out towards the compound than another ground transport falls in behind them. The Nebari, deciding the characters should be eliminated altogether, begins chasing
them.
Hints for the chase: The Nebari concentrate primarily on keeping up and overtaking the characters, though they will shoot at them as well, should the opportunity arise. The character
piloting has the most to do during the next portion of the story, though other characters have their hands full as well, such as returning fire at their pursuers. It is also possible that the
characters grab another transport and split up. While this is initially successful, other factions eventually find two groups of characters easier to locate than one group. Naleece, if he is
still alive during the chase, will call Lwia on his com and ask for aid. While she does promise aid, it will not arrive for some time.
Once the first Nebari transport has been eliminated or lost, allow either the Peacekeepers or the Scarrans to find the characters, and let the chase continue. If the characters need a good
challenge, you can have several transports chasing after the characters at the same time, from either the same or different factions. Different factions will shoot at each other as well as at
the characters, so this may give them some relief, but not much. Dont give the characters a chance to catch their breath. Once one pursuer is down, another joins in the chase.
Dont be afraid to let the characters transport take damage and break, there are other transports around, not the least of which would be the transport following them. Should their own
vessel break, allow them to hijack another transport. Should the characters be on foot when the chase begins, give them the opportunity to grab a transport in which to make their getaway.
There are two transports for each faction, though they have split up across the city to cover the most ground. Each transport has one pilot, and one passenger armed with a plasma pistol.
Whatever happens, the chase shouldnt get dull. Below are some possible complications that can be put forth to make the characters lives more interesting.
Traffic: The chase leads through a busy part of the colony, with a large amount of cross traffic. Three successful Pilot rolls, DC 15, are needed to avoid collision. Failure
means the vehicle takes 8d6 damage, and all inhabitants take 2d6 damage, and another Pilot roll (DC 15) is needed to control the vehicle from spinning. Note that any pursuing vehicles must do
the same, or else suffer the same fate. This can be used several times, as there are numerous places within the city where heavy traffic exists.
Riot: The chase passes through a riot. Not only is a Pilot roll, DC 10, needed to avoid hitting anyone, but the members of the angry mob are firing weapons at the characters,
and at least one small grenade will end up in the transport with them. Each character, including the driver, must make a successful Dodge check (DC 10, DC 15 for the pilot) or else suffer 3d6 in
damage from a plasma blast from one of the rioters. Additionally, someone must throw the bomb that fell in the transport, or else it will blow up, dealing 5d6 damage to everyone in the vehicle.
Clever players can throw the bomb into one of the pursuing transports with a successful attack roll. Riots and small firefights are not uncommon on Siakwar, so the characters can pass through
several such fights. Hitting a pedestrian will only do 1d6 damage to the vehicle (though it will do significantly more to the pedestrian), but it will slow the vehicle down considerably.
Natives: With a chase leading all over the Siakwar colony, some natives will hear word of the chase before it reaches them. Realizing that there appears to be something valuable
in the lead transport, some overly enthusiastic natives may attempt to hijack the characters transport. Others may help the characters, only to demand payment (and grow violent should the
characters refuse to pay).
The characters should lead the chase for some time. If any of the opposing forces manage to catch up to the characters, they will attempt to disable the characters vessel. Should any succeed
in doing so, the opposing force will then attempt to grab Naleece and any available characters. As such, it is possible the chase can end up with the characters pursuing one of the other
factions, attempting to retrieve their allies, while a second faction is still pursuing them.
While they are in the lead, the characters will have some control over the direction of the chase. They can choose to lead their pursuers through winding alleyways, or down busy streets.
Inventive players may try to drive through a buildings lobby. While this is certainly possible, every building on Siakwar has some form of security force, which will not be pleased with such an
event.
If the players manage to lose all six transports chasing them at some point or another, they can head to Lwias home, a large manor surrounded by a powerful security fence and patrolled by
Luxan and Sheyang guards. Before they can gain access to the compound, however, the surviving members of the three forces, including the leaders of the groups, confront the characters. If the
Nebari, Scarrans, or Peacekeepers own forces are whittled down too far, give them a few mercenaries that they were able to locate and hire at the Freeport. Thankfully, the characters can expect
aid from Lwias guards.
If, on the other hand, the characters are not able to shake their pursuers, and they instead are cornered or trapped, they will quickly be surrounded by the surviving members of all three
factions, and, perhaps, a few eager natives. If things are looking particularly grim, however, give the characters backup from Lwias camp in the form of four Luxan warriors and two Sheyang
pirates. If they can defeat the Scarrans, the Peacekeepers, and the Nebari on their own, however, Lwias backup will arrive as soon as the fight is over.
If things look particularly bad for their respective sides, Captain Groon and Kydoth will retreat. Diala fights to the death, unless it becomes obvious that she has truly lost.
Once all combat has ended, Lwias guards take the characters to the Nebari entrepreneur. If the fight occurs right outside of her home, she will be upset that the characters had led everyone
right to her front door. If it occurs elsewhere, she will be friendly, offering to have their wounded tended to and making certain everyone is comfortable. She will happily take the disk from
Naleece, and she will pay whatever was arranged. If Naleece has died, she will pay no more than 1,000 credits for the disk. If Naleece is alive, and the characters did not lead their pursuers
right to her front door, she will also pay the characters an additional bonus of 2,000 credits, for their troubles. If she is pleased with their work, she will invite them to stay as her guests
until they have fully recovered.
Future Adventures
Now the characters have been identified as Nebari Resistance sympathizers. Both the Nebari and the Peacekeepers are after them, for very different reasons. The Scarrans, too, will know that
they have piqued the Peacekeepers interest, and this will intrigue them. The characters will find themselves occasionally pursued by any of these three forces.
In addition, the Nebari Resistance also knows them as sympathizers now. As such, they might be approached for more missions in the future. Even if they turn down future jobs, the Nebari
establishment is even more eager to capture the characters if they have repeated contact with the Resistance. If the characters let Naleece die, the Resistance is quite upset at them, as
Naleeces friends may also seek out the characters for revenge.
- The characters are offered a shipping contract. What they dont know is that several of the crates hold a small group of Scarrans, in hibernation, who will wake up while the characters are
en route. The Scarrans will attempt to hijack the characters ship and bring it to Herut.
- The characters visit friends of theirs, only to find that their friends have been Mind Cleansed with the Nebari drug. Their former friends aid the Nebari in an attempt to capture or kill
the characters. Even if the characters can evade capture, they might feel obligated to help their friends escape the control of the Mind Cleansing.
- The Peacekeepers kidnap a friend or relative of one of the characters, holding him for ransom. The price is for the leader of the group (or the perceived leader) to turn himself in. The
characters can either try to rescue the hostage, or they can comply and find out what the Peacekeepers have been wanting all this time. Even if they comply, they certainly arent out of the
woods yet, as they might not want to help the Peacekeepers contact the Nebari Resistance. And if they are wanted for other reasons by the Peacekeeper forces, they might have to face up to
those crimes as well.
NPC STATS
Naleece
Nebari Rogue 3
Init: +3 (Dex)
D: 16 (+3 Dex, +3 armor)
Spd: 10 m
WP: 27
Attack: +3 melee, +5 ranged
SV: Fort 1, Ref +4, Will +0
SZ: M
CP: 31
Abilities: Str 12, Dex 16, Con 9, Int 12, Wis 13, Cha 14
Skills: Bluff +4, Computer +3, Diplomacy +4, Escape Artist +4, First Aid +2, Forgery +4, Gather Information +8, Hide +6, Intimidate +2, Jump +3, Listen +5, Move Silently +8, Negotiate
+4, Search +5, Security Systems +2, Sense Motive +4, Spot +4
Feats: Persuasive, Stealth
Equipment: Pulse Pistol, Leather Armor
Captain Syant Groon
Sebacean Commando 4
Init: +1 (Dex)
D: 16 (+1 Dex, +5 armor)
Spd: 10 m
WP: 55
Attack: +5 melee, +4 ranged
SV: Fort +1, Ref +1, Will +0
SZ: M
CP: 22
Abilities: Str 14, Dex 12, Con 12, Int 11, Wis 11, Cha 12
Skills: Bluff +2, Climb +4, Computer +1, Demolitions +6, First Aid +1, Hide +3, Intimidate +4, Jump +3, Listen +1, Move Silently +3, Search +3, Security Systems +4, Spot +3, Survival
+3, Tumble +2
Feats: Armor Proficiency (Medium), Combat Instincts, Improved Unarmed Strike, Martial Artist, Martial Master, Penjak Master
Equipment: Pulse Pistol, Pulse Rifle, Knife, PK Commando Armor
Diala
Nebari Commando 4
Init: +2 (Dex)
D: 15 (+2 Dex, +3 armor)
Spd: 10 m
WP: 45
Attack: +3 melee, +5 ranged
SV: Fort +0, Ref +3, Will +1
SZ: M
CP: 31
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 13, Cha 14
Skills: Bluff +2, Climb +2, Computer +2, Demolitions +3, First Aid +4, Hide +3, Intimidate +5, Jump +4, Listen +1, Move Silently +2, Negotiate +4, Search +3, Security Systems +4, Spot
+3, Survival +1
Feats: Persuasive, Stealth, Armor Proficiency (Light), Combat Instincts, Improved Unarmed Strike
Equipment: Pulse Pistol, Leather Armor
Furlow
Sebacean Offshoot Tech 5
Init: +1 (Dex)
D: 11 (+1 Dex)
Spd: 10 m
WP: 45
Attack: +5 melee, +4 ranged
SV: Fort +1, Ref +1, Will +2
SZ: M
CP: 46
Abilities: Str 14, Dex 12, Con 12, Int 16, Wis 14, Cha 14
Skills: Bluff +2, Computer +5, Craft: Computer Technician +8, Craft: Electronics +6, Craft: Mechanic +8, Craft: Starship Construction +8, Disable Device +6, Forgery +5, Intimidate +1,
Theoretical Sciences +2, Natural Sciences +3, Negotiate +2, Pilot +1, Repair +8, Security Systems +2, Sense Motive +4
Feats: The Touch, Tech Mind, Skill Emphasis: Repair
Equipment: Tool Kit (+12 to all Repair rolls), Wrench (1d6 damage)
Kydoth
Scarran Warrior 6
Init: +1 (Dex)
D: 11 (+1 Dex)
Spd: 6 m
WP: 92
Attack: +10/+5 melee, +7/+2 ranged
SV: Fort +6, Ref +1, Will +1
SZ: M
CP: 55
Abilities: Str 18, Dex 12, Con 18, Int 14, Wis 12, Cha 8
Skills: Climb +3, Demolitions +6, Diplomacy +5, Hide +3, Intimidate +8, Jump +2, Listen +2, Move Silently +3, Negotiate +5, Search +5, Security Systems +6, Spot +4, Survival +2
Feats: Blind-Fighting, Combat Instincts, Expertise, Heroic Effort, Improved Initiative, Improved Unarmed Strike, Power Attack
Equipment: None
Wysan
Nebari Rogue 4
Init: +3 (Dex)
D: 16 (+3 Dex, +3 armor)
Spd: 10 m
WP: 36
Attack: +3 melee, +6 ranged
SV: Fort +0, Ref +4, Will +2
SZ: M
CP: 33
Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 13
Skills: Bluff +6, Computer +7, Diplomacy +5, Gather Information +7, Hide +7, Intimidate +5, Jump +4, Listen +4, Move Silently +7, Negotiate +7, Search +4, Security Systems +6, Sense
Motive +2
Feats: Persuasive, Stealth
Equipment: Pulse Pistol, Leather Armor

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